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CTF Igneous a4a

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
930
639
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Your BLU spawn is a 180-degree turn. This not only feels bad to walk through, but I think your spawn design would make it very easy to get spawncamping going since BLU spawns in low ground and has to (has to) walk a bit before even getting a slight height advantage. 180 turns like this don't feel good because players want to simply walk forward and reach the objective; This is counter-intuitive to that.

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You have a route that reaches directly to the flag for free. There is no interaction space between the two teams in this route other than the potential for RED to use the 1-way door.

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In my opinion, there are too many routes into this flag room. There's a lot of spaciousness going on already, but RED having their (singular) defensive spot shot at from three different angles doesn't feel very good and the flag is way overexposed. I think your staging area is neat, with having a platform over lava, but RED doesn't have enough good room (their spawn is literally to the right of this) for it to work imo. This also leads into an earlier point where if a BLU member runs away with the flag on the left-most path, how the hell is RED supposed to get to that player? They are effectively lost in the maze.

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This spawn has obnoxiously long rotates times and imo isn't in a very good spot for defending the flag. You have people leaving a corner of spam and death to the flag room, or you have a route that takes way too long to effectively defend the flag. You gotta remember, the flag is an incredibly fluid objective to play around, BLU can and will inch the flag closer to their base if they have to. RED needs better spots to work around.

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I don't really like having to jump to grab the flag.

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This does not feel good to walk up. You're already making me do a 180 turn, which I explained why aren't great before, but then you have me make weird turns that feel like spaghetti just to get to a route that honestly isn't even really worth it if BLU has the flag. Just make it a normal staircase or something! That'd feel so much better to walk up.

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This is just cruel design. You're gonna let me see players with the flag running away but giving me no way to do anything about it as 7/9 classes?

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Comically long sightline.

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Why would you do this? It just makes me crouch for no reason and that wastes my time as a player. It'd be different if it were like breakable or higher so I weren't FORCED to interact with it. Let players make choices, don't force them to do tasks unless it's the actual objective.



Final thoughts:
I'm glad you're giving this gamemode a chance, but I don't think the map is where it needs to be right now. I think this map needs some serious shrinking and focusing down the routes, I think it'd be more beneficial for you to try something significantly more linear with this gamemode, this feels a bit more like an Open Deathmatch map rather than trying to make this mode work.